Bad draws. I have no chance to threaten any agressive play sooner than T3, and it may be already too late if Dreamfire draws Sensei's advice after reshuffle. I wonder whether I should summon Rook or Grave. Rook offers cheap and strong blocking, but Grave looks more threatening, even if I actually have no way to do any real thing with him. I think I'll favor Rook, as only Hook + midband would lead to a hero kill, and that'd mean skipping tech I and being hit hard by Snapback (if so, I hope I'll draw it sooner than turn 4…)
Nice response. Killing Rook would cost all my gold, and Marto would be able to Snapback and still afford to tech up.
I’ll put up the same patrol, and hope Marto doesn’t have Hook. Otherwise I could be looking at a very early maxband Rook.
STARTING HAND
Fox Primus
Fox Viper
Safe Attacking
Smoker
Savior Monk
WORKERS
Morningstar Flagbearer
Fox Primus
NextHand
Grappling Hook
Sensei's Advice
Fox Viper
Snapback
Rambasa Twins
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Rook - ($2)
Tech I - ($1)
Smoker - ($0)
Rook ignores yours and smashes your Savior Monk down
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Smoker 1/1
Technician: Aged Sensei 1/1
Lookout: In Play:
lvl 5 Rook 3/3 Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 7
Thoughts
Dreamfire strangely patrols as I did, which is surprising as I could hook and kill AND still worker + tech up, being P2 (and having no penalty). If he considers it as an acceptable loss, and I think he's right, why not having 2 patrollers (for example Sensei as techn…), so I couldn't use Rook's midband ? I mean, I spend 4 and can kill either of his characters; if ever he snapbacks, I'd have lost 4 gold to 4/5 gold (depending on what I kill) and 2 cards, it seems very worth to me. Killing Monk offers the most raw value, but he would revenge-kill me with ease (Hook whatever I put in sql, Sensei trades with mine, mid Rook, kill). Maybe is it an acceptable loss though, as long as I benefit from card adv, especially as P2.
STARTING HAND
Snapback
Gilded Glaxx
Sensei’s Advice
Smoker
Grappling Hook
WORKERS
Fox Viper
Morningstar Flagbearer
Sensei’s Advice
NextHand
Void Star
Crash Bomber
Safe Attacking
Fox Primus
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling Hook bounces Smoker to your hand.
Rook to midband - ($1)
Rook walks past your Sensei and kills your Rook, goes to lvl 7.
Smoker - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Aged Sensei (1/1)
Technician: Smoker (1/1)
Lookout:
In Play:
Rook lvl 7 (3/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’d rather bait the Snapback from Marto than play it myself, gold-wise. The $5 that would cost won’t leave enough for Fencer (though it will be enough for Spartner…). Hero + double Fencers could also beat my Rook, but at least I’ll get to tech up first. I’ll aim for airpower as my win condition.
Auto-punished
I asked not drawing Snapback too late, but now I feel like it's too soon. NB: with double Fencers, I could've killed Rook myself. Anyway, this draw feels bad, as I can't prevent any Tech II onslaught on the next turns.
STARTING HAND
Fox Primus
Crash Bomber
Safe Attacking
Void Star
WORKERS
Fox Viper
Morningstar Flagbearer
Sensei’s Advice
Safe Attacking
NextHand
Grappling Hook
Gilded Glaxx
Bloodlust
Snapback
Discard
Smoker
Fox Primus
Void Star
Unphase
Void Star
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk to midband - ($3)
Smoker runs into Grave.
Drakk finishes Grave, maxbands and heals.
Crash Bomber, gains haste - ($2)
Bomber kills your Sensei, you draw.
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Aged Sensei (1/1)
Lookout:
In Play:
Drakk lvl 6 (3/4)
Crash Bomber (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 2
Workers: 8
Thoughts
Since I drew Void Star prematurely, I can afford to delay tech 2 for a turn. So let’s punish that Snapback with a bit of Drakk aggression.
Do I want to add a HH and turn this into a tech 1 slugfest? It might throw Marto offt, but I think he has tools to deal with that. I’ll stick with the Void Stars.
Marto is likely to go Discipline, so I’ll forego Kidnapping for now and grab an Unphase instead. If I can swing with a hasted Void Star and then cloak it, that’s pretty much GG.
WORKERS
Morningstar Flagbearer
Fox Primus
Fox Viper
NextHand
Smoker 1/1
Grappling Hook
Snapback
Rambasa Twins
Tech 2 card(s)
Get Paid - ($8)
Summon Rook - ($6)
Sparring Partner - ($5)
Nimble Fencer - ($3)
Nimble Fencer - ($1)
Sensei maybe died, but his wisdom is remembered. Sensei's advice on both Fencers - ($0)
Fencer #1 kills Sensei, you draw
Smoker suicides on Drakk, Fencer finishes him. Rook lvl 3
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: lvl 3 Rook 2/4+A
Elite:
Scavenger:
Technician:
Lookout: In Play:
Sparring Partner 2/2
Nimble Fencer 2/3
Nimble Fencer 2/1 Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0 Gold:
Gold: 0
Workers: 8
Thoughts
Hmmm. I was up to flood the board with Fencer + partner + monk, but techn draw gave me the second Fencer, which offers a hero kill opportunity. That's good news. BUT, if I want to play sparring partner as well, it means skip worker and still go down on cards. Yet I guess the heavy momentum it gives me is worth the cost; that's particularly true knowing that his Codex has no haste outside of Drakk before tech II, so he has no way to strike back right now. With the board I'll have, I'm unsure he can tech up and defend it, while I can stick to tech I for some turns thanks to Rambasas, birds and all, if need be.
Oof, didn’t expect to lose Drakk there. Still, Marto skipped a worker and I’m first to tech 2, with a bunch of bodies to protect it. Hopefully I’ll draw a Void Star next turn and be able to pull ahead.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rambasa Twins - ($3)
Partner buffs Rook
Rook kills Savior Monk
Healthy fencer kills Bombaster, my base goes down to 18
mid Rook - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Nimble Fencer 2/1+A
Elite:
Scavenger: Rambasa Twin 3/2
Technician: Rambasa Twin 3/2
Lookout: In Play:
Sparring Partner 2/2
Nimble Fencer 2/1
lvl 5 Rook 4/6 Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4 Gold:
Gold: 1
Workers: 9
Thoughts
That's a lot of stuff Future II hurts much, as I've no way to deal with Hives and don't like Xenostalkers either. God news is that's no cheap stuff, so I doubt he can afford both tech IIs and Snapback. I guess I'll go with big Rook and cross fingers until I find a way to deal with the rest.
Tech 2 card(s)
Get Paid - ($9)
Scavenger gold - ($10)
Drakk - ($8)
Void Star - ($3)
Bloodlust on Void Star and backline Fencer - ($1)
Void Star kills Rook, Drakk to lvl 3.
At the end of the turn, Bloodlust kills backline Fencer and pings Void Star.
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Gilded Glaxx (3/4A)
Elite:
Scavenger:
Technician: Drakk lvl 3 (1/3)
Lookout:
In Play:
Void Star (5/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 7
Gold:
Gold: 1
Workers: 9
Thoughts
Very happy I didn’t stick at tech 1 against this onslaught. The kill on Rook feels big, even though Marto still has a lot of board presence.
As far as I can tell, the only thing that could stop my Void Star next turn is a Versatile Style, and if Marto pre-teched that, he probably deserves to win. Other than that, I think his best bet is Grave plus Fox Primus, with a Spartner buff or two, plus tower if he suspects Unphase. Should be manageable.
I’m skipping a worker and patrolling Drakk in technician to maximize my odds of drawing the 2nd Void Star next turn.
Tech 2 card(s)
Get Paid + float - ($10)
Summon Grave - ($8)
Twin #1 and Fencer trade with Glaxx
Sensei's advice, buffing Partner and Twin ($7)
Partner safely dispose of Drakk, Grave midbands
Partner stands and buffs Twin - ($5)
Twin #2 destroys Tech II
Tech II - Strength - ($1)
Sparring Partner - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: lvl 3 Grave 3/4
Lookout: In Play:
Sparring Partner 2/2
Sparring Partner 2/2
Rambasa Twin 4/3 Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0 Gold:
Gold: 0
Workers: 9
Thoughts
Void Star hurts, but not quite as much as Xeno or Hive (my deck having no way to stop the latter). Again, killin Drakk means he won't have any haste on next turn, which is good news: I just have not to patrol, and Void Star will just slay something. Losing Rook hurts, though, as I fear I won't break tech II because of the second Fencer dying… or, if I do, I must skip my own tech II, which sounds really bad (Void Star breaking my tech I would be a nightmare, and being locked with Grave means no birdies). SO I must both break his tech and build mine… that means trading heavily on the Glaxx, instead of multi-buffing my twins and keeping a big board Patrolling only Grave so Overpower can't kill two things.
Oh, I was wondering how I could do this and still worker. My turn remains the same but I skip workering. I re-draw and correct my board state summary accordingly
STARTING HAND
Aged Sensei
Smoker
Void Star
Bloodlust
Fox Primus
Unphase
WORKERS
Fox Viper
Morningstar Flagbearer
Sensei’s Advice
Safe Attacking
Grappling Hook
Fox Primus
NextHand
Kidnapping
Savior Monk
Xenostalker
Void Star
Tech 2 card(s)
Get Paid + float - ($10)
Technician draw.
Rebuild tech 2.
Vir - ($8)
Vir peeks and exchanges a card - ($7)
Worker - ($6)
Charge up Void Star - ($2)
Void Star kills Grave and overpowers to break tech 1, your base to 15 (you didn’t mark Drakk’s topband damage last turn), Vir to lvl 3, you draw.
Smoker - ($1)
Aged Sensei - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Vir lvl 3 (3/3)
Scavenger: Aged Sensei (1/1)
Technician: Smoker (1/1)
Lookout:
In Play:
Void Star (5/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
That was a clutch Sensei’s Advice. I’m gonna stash the second Void Star with Vir, and break tech 1 to make sure nothing hasty comes in to re-break my tech 2.
Teching stuff that would let me get through patrolling birds.
Edit: just re-read the text on Xenostalker and realized its ability doesn’t hit flying units… I hope that oversight doesn’t lose me the game
Never EVER play right after waking up. I just realized like 5 minutes after posting my turn that Void Star could raise its atk, and that it would probably be the best possible move with tech II down. On the other hand,
losing my tech I doesn't matter much and I'm glad he didn't save 4 gold for some max Drakk stuff. Worst situation would be Xenostalker with haste, or just a Hive
Aged Sensei
Smoker
Kidnapping
Void Star
Savior Monk
Unphase
Tech 0 card(s)
Get Paid - ($10)
Scav gold and technician draw - ($11)
Drakk - ($9)
Kidnapping on technician bird, trades with scav bird, you get 1 gold - ($5)
Void Star kills Whitestar Grappler.
Xenostalker - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Xenostalker (3/6A)
Elite:
Scavenger:
Technician: Drakk lvl 1 (1/3)
Lookout:
In Play:
Void Star (5/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
So Marto drew the 2 cards I least wanted to see, and I didn’t draw an Omegacron or Thunderclap to punish his patrol… Instead, my technician draw was Unphase, which I’m going to sorely miss next turn. This is probably the beginning of the end.
If I’d only re-read the text on Xenostalker, I might’ve teched a 2nd Omegacron instead, but to be honest it was a longshot anyway.
Tech 2 card(s)
Get Paid + float + scav - ($12)
Birds respawn (<3)
Worker - ($11)
Nimble Fencer - ($9)
Sensei's advice on Fencer and a Sparring Partner - ($8)
unbuffed partner buffs Rook and Fencer - ($6)
3/5 Rook and 4/4+A Fencer kill Xenostalker
3/1+A Partner kills Drakk, Rook midbands
Summon Grave - ($4)
Float ($4)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Bird 1/1
Technician: Bird 1/1
Lookout: In Play:
Sparring Partner 2/1
Sparring Partner 2/1
lvl 5 Rook 4/6
lvl 1 Grave 2/3
Bird's Nest
Nimble Fencer 3/2 Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 10 Gold:
Gold: 4
Workers: 10
Thoughts
Sounds good. Losing a Grappler is a pain, but again, with Drakk dead, no possible haste save from Omegacrons. If he has them, it's game, as I can't patrol to block both Void Star and them, so I prefer focusing on the actual threat right now. I kill both patrollers without losing anyone (only spending a card and 1), which sounds a better trade than his kidnapping, though I guess he had no choice. But again, with not enough ATK to take down his tech II and grappler down, I'm in a terrible situation should a hive arrive…
I nearly buffed Grave with partner and patrol, but I just remembered he too has Strength, and Void Star can still deal some damage with Thunderclap…
Tech 2 card(s)
Get Paid + float - ($11)
Technician draw.
Rook - ($9)
Snapback your Rook for River - ($6)
Void Star kills birds, you draw and get 1 gold.
Xenostalker - ($2)
Crash Bomber - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Xenostalker (3/6A)
Elite:
Scavenger: Crash Bomber (2/2)
Technician: Rook lvl 1 (2/4)
Lookout:
In Play:
Void Star (5/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Wait, Thunderclap doesn’t work on fliers either! Ugh, I deserve to lose this game for not knowing my own cards…
Last ditch effort.
Tech 0 card(s)
Get Paid + float - ($14)
Bird's nest leaves play, then I draw 1 and get 1 gold - ($15)
Whitestar Grappler - ($12)
Two Step Fencer and one Partner - ($10)
Aged Sensei - ($9)
Snapback Rook for Drakk - ($6)
Martial Mastery, discard nothing, draw 2, look at your hand. Wow, I did forget Unphase - ($5)
Mid Grave - ($3)
Grave and Fencer kill Xenostalker
River kills Crashbomber, dancing partner kills Drakk, my base now at 12hp, you gain 1
Grave lvl 5 from drakk's death; I maxband him - ($1)
Grave throws his sword onto Void Star
Partner #2 buffs Grave
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Whitestar Grappler 3/5
Technician: Aged Sensei 1/1
Lookout: In Play:
Sparring Partner 4/2
Sparring Partner 2/1
lvl 1 River 2/1
Nimble Fencer 5/1
lvl 7 Grave 5/6
Two Step Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 4 Gold:
Gold: 1
Workers: 10
Thoughts
I was planning to bring Drakk in and kill him, but seeing dreamfire's hand changes my mind. or does it ? I can't kill everything on the board, so I must choose between tech II and Drakk. BUT, I can kill Void Star with Grave only if I kill Drakk… killing River would end up with my dancers dying as well, and I don't want that. Omegacrons aren't that terrible if I can patrol… well I just need to be sure I can lethal on next turn, as after that, Drakk shall return with all crazy spells Dreamfire visibly didn't draw yet. I think it should do. NB: I must patrol with Grappler, else Crash bomber -> double Omegacron and bomber sacrifices on Sensei is game.
Even if I bring in an Omegacron and delay lethal for a turn, I’ll be broke for the rest of the game, so it’s time to fold. GG WP! @zhavier
I feel really dumb for botching this game. I teched Xenostalkers and Thunderclap as ways to get past patrolling Birds, completely forgetting that neither of them works on fliers… if I had an extra Omegacron in my deck instead, I might’ve made lethal back on T8. You took the same risk EricF did, patrolling no ground units to keep Void Stars in check, but staying vulnerable to Omegacrons. But this time I wasn’t lucky enough to exploit it